clamp OGL depth clear value, this might fix a problem some people reported with r6678

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6704 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
nitsuja- 2011-01-01 00:16:02 +00:00
parent 71209d99c8
commit 72738bf2e7
1 changed files with 4 additions and 0 deletions

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@ -864,6 +864,10 @@ void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaE
(float)(color & 0xFF) / 255.0f, (float)(color & 0xFF) / 255.0f,
(float)((color >> 24) & 0xFF) / 255.0f); (float)((color >> 24) & 0xFF) / 255.0f);
float zval = -1.f + 2.f * (float)(z & 0xFFFFFF) / float(0xFFFFFF); // convert range [0;1] to [-1;1] float zval = -1.f + 2.f * (float)(z & 0xFFFFFF) / float(0xFFFFFF); // convert range [0;1] to [-1;1]
if(zval > 1.0f)
zval = 1.0f;
if(zval < -1.0f)
zval = -1.0f;
glBegin(GL_QUADS); glBegin(GL_QUADS);
glVertex3f(-1.f, -1.f, zval); glVertex3f(-1.f, -1.f, zval);
glVertex3f(-1.f, 1.f, zval); glVertex3f(-1.f, 1.f, zval);